Friday, October 24, 2008
Week 2!!! yaY!!!
1. It seems that our perception of colour was unable to tell that the difference of 2 pictures that was shown in the lecture was the shading and lighting., we could not tell that they were of the same colour.

2. Humans see various colors through Rods and Cones.
Rods enables us to determine dark from bright while Cones deal with the overall colour.

3. I realised that each 8 bits is used to store the R,G,B content of the pixel which is how we get a 24bit display. As for the 32bit display, they use another 8 bits to implement the Alpha Channel which refers to the level of transparency of the colour.

4. We also learnt the differences between image file types.
For example, the Jpeg format does not store alpha but targa does.

5.We also learnt something about the vertical sync, which helps to keep pictures in aligned with one another whenever there is a constant refresh rate.

LECTURE 2 QNSES!!!

Qns.1: I want my game to run at 800 x 600 on 32 bits. How much VRAM do I need?

Answer: 800 * 600 * 4 = 1920000 bytes ≈ 1.83 Mbytes.

Qns.2: My artist are told they have a maximum of 32MB to use for textures. How many textures can they use if they are limit to 256 x 256, with a 24bits palette of 8bits color depth?

Answer:
32 MB = 33554432 bytes
256 * 256 = 65536 pixels
Bpp = 256 * 3 (bits)
Therefore:
33554432 / (65536 + 256*3) ~~ 506 textures

Posted at 6:01 AM

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